I hope that I won't get nuked for this advice, but the best animations I've seen in a porn game here (suprisingly) was in
Sparkling Duplicity. You may want to take a look at it and its a pretty short VN as of now.
In general, I'm more against animations as they significantly increase the dev cycle (and I'm relatively young, so I don't want to wait for my 50s for the game to be finished) and I just don't see a huge intrinsic value in animations unless they are done perfectly. Hell, let's take Ocean for example - he spent half a year doing them and they are (IMO) still cheeks. So its a no from me.
Cheers.
I haven't tried Sparkling Duplicity but at first glance it looks like it's made in Blender which is really what you need to be working in if you want to do a lot of animation.
I like animations because they free up your hands for a bit.
As said before they should not look weird though. But some short parts in sex scenes add a lot of nice variety and imho also increase the prduction value significantly.
Imho A house in the Rift handles this very good.
Short stuff is kind of what I'm looking at/thinking about. Like, instead of just showing a couple of stills of a girl riding the MC I'd have a short loop.
Animation is not needed imo some of the best VNs here only use stills. They add significantly to dev time, and as a person that hates having the pacing of my reading taken away if I have to watch the whole thing I get annoyed, and if I can, I often click through it to keep reading, so there wasn't much point.
There is a way, and I think I understand how it is done, for there to be an animation playing while still letting the player click through dialogue like normal. So instead of just a still image there'd be this short loop playing for maybe two or three clicks worth of dialogue/narration.
Well, that´s your personal opinion. I prefer games with animation.
I think everyone, or most of us, can agree that if done well, and not in a way that pulls the user out of the rhythm of the game, animations are a nice thing to have.
But if I'm not happy with how they look, or if they take too much time, or if they disrupt the flow of the game, I'm not going to use them.
And it's still too early to start advertising a completion date but I really don't intend for this game to be in development for years. I kind of see this game as my art school, proof of concept, freshman outing. I want to make it right, give the story as much room as it needs, but I also want to complete it in a timely fashion. My more natural instinct is to do a more slow burn style but I think the audience/my supporters would be a lot more receptive to that if they could trust that I was going to deliver.